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Avanya

Avanya's buildings (Update 7/1: Cargo rail stations released)

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    Update time again! This time it's my recycling assets, which now produce raw materials. Looks like the patch simply added that to the garbage AI, so all I had to do was add a value for the material production. Nice and easy, plus it means I don't need 2 versions, since it works without Green Cities installed. :D

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    Good job, again. But, are you sure it's Raw Products?

    The description of the recycling center in Let's Try - Cities: Skylines - Green Cities [From Gamescom!] (22:07) indicates: "Center produces small amount of raw materials from the waste". But, in her commentary, Sandra talks about "Goods".
    In Cities: Skylines - Green Cities - Dev Diary #4: New City Services the recycling centers "create valuable goods that can be transported to Commercial buildings".

    They changed option during development, probably without updating the label of the property that remained "Material Production" in the editor. (I don't have Green Cities and I don't know if they modified the description in game.)

    TBH, I don't know how to check. Karoliina uses "that can" and not "that must transported". In CO language, it means that the player does not have to worry about the transport of these goods: there are no delivery vehicles. Regardless of the tremendous opportunities it would have offered in the supply chain, I don't see how to determine the buildings supplied (and therefore the type of products) without vehicle.

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    I just had this in mind:

    I hope you are staying with us, you are an important part of the community!

    All the other content creators disappeared after the release of their pack (maybe because they are now millionaires :D)...

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  • Original Poster
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    I have no plans to go anywhere - too many buildings I still want to make and too many cities to build! :D Plus I won't become a millionaire since we pay a pretty high tax in Denmark. :P

    This pack means I've gone from being unemployed to being selfemployed, so I'll prob not be so active at times since I gotta work on it staying that way. But Cities is where I get to really be creative and the community is just too much of a positive part of my days to leave behind. ^^

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    :lol: Just after I posted, I thought to go to Paradox Plaza and I found that just as you replied. Congratulations.

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    I'm working on rocks these days and figured I'd share. First some cliff faces which are almost done - 7 pieces which look nice even when stretched a lot, but that look kinda silly on a flat surface. :P

    And then 3 low profile props sticking out of the ground. Those need a lot more work before they're done, but I wanted to test the mesh and normal map. I'll likely set them to cause ruining in the end since all that grass poking through doesn't look good. Vanilla rock and my boulders for comparison.

    20171025211424_1.jpg

    20171027180239_1.jpg

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    The cliff textures are much more detailed than my boulders, so I doubt I can add moss without it looking horribly fake. But to be fair vertical cliff don't have that much life on them anyways.

    Work on the surface rocks has hit a minor setback. Either the prop fence shader just hates low models or there's something up with the shader. There's one prop from several rotations - the right of each pair is with the fence shader (conforms to terrain) and the left is a normal prop. Looks like these are gonna have to be buildings, since they have to conform to terrain and that just looks like shit... 

    20171028220810_1.jpg

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    20 hours ago, Avanya said:

    The cliff textures are much more detailed than my boulders, so I doubt I can add moss without it looking horribly fake. But to be fair vertical cliff don't have that much life on them anyways.

    Work on the surface rocks has hit a minor setback. Either the prop fence shader just hates low models or there's something up with the shader. There's one prop from several rotations - the right of each pair is with the fence shader (conforms to terrain) and the left is a normal prop. Looks like these are gonna have to be buildings, since they have to conform to terrain and that just looks like shit... 

     

    Prop scaling doesn't work correctly for the fence shader, it doesn't scale the Y direction so scaling the prop up makes it look like a pancake and it looks completely screwed on slopes.

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    3 hours ago, Ronyx69 said:

    Prop scaling doesn't work correctly for the fence shader, it doesn't scale the Y direction so scaling the prop up makes it look like a pancake and it looks completely screwed on slopes.

    Ah, so that's the problem! Never noticed it with the larger rock props I have. Thank you for the info. :)


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    After a little fight with the game I finally released my surface rocks in red. I also updated my older red boulders, since their textures were pretty plain - both large and small got an update. Next I'll have to adjust the colors of the cliffsides to the red pack and then that'll get release. After that the other color packs - It's gonna be a while before I'm done with rocks. :P

    Red - Surface Rocks - Arrowhead Valley 02.jpg

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    For something like this, it would be nice if the game could just sample the color of the cliff texture and apply it somehow to the rock textures.

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    It can grab the map theme's cliff texture, but the result would not look as good. Same with applying a color on top (like a color variation). There's a lot of shadows and highlights on the texture, that gets washed out doing that. But you're right it would be practical to have an easier way to match rocks to a theme. :)


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    Red cliffs are on the workshop - these took forever to tweek the color on! I'm looking forward to hours of tweeking the other color variations. :P 

    Red - Cliffsides - Outback 04.jpg

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    Default cliffs and surface rocks are up. Thankfully I'm done with the recolors soon, so I can start making some actual models again. :P I just have to get some moss on these surface rocks and do dark versions and then I'm done. Then I can start making some rock formation and do them in all colors! (Unless I take a little break and do something totally not rock related).

    Default - Cliffsides 04.jpg

    Default - Surface rocks 07.jpg

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    I was gonna play Cities: Skylines today and start a winter city, but I got a little distracted making a winter map theme. I present to you Clear Winter :D 

     

    01.jpg

    09.jpg

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    Thank you! :D 

    Actually they look terrible! Because they're horizontical buildings they're all covered with snow. I could remove it completely, but sadly there's no slight snow cover for them. :P


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    I tend to open subscribed themes in the theme editor because it’s a good place to see all the good and bad about the textures, and yours leaves a very good impression! It’s a solid theme and I appreciate that you didn’t set cliff tiling to too large so it doesn’t look blurred. The only thing I would change is the ruined texture so it has a little less repetitive look when zoomed out, but I’m admittedly obsessed with that and 90% of time I spent on making my theme was making slight changes to textures in order to make them look less repetitive, so it’s probably only me who sees it ;) 

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    Hi @Avanya, I'm not sure if you were aware of this but there were a bunch of ore mining pit assets on the workshop (growables I think) and they're now gone -- they looked a lot like your coal mining pit below, but had different colours/materials (red, brown etc) and I think the shapes were a bit different. Some had piles too I think. I don't know if it was you that uploaded them or someone else, but either way do you (or anyone else) know which ones I'm talking about? If so, do you know if anyone has any local copies of them? They were fantastic and I miss them a lot :(

    unknown.png

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    @alborzka I only have that one and I'm afraid I haven't seen the ones you mention - or at least I have forgotten about them completely. Definately not something I'm using, so no local copies here. :( It's always such a shame when a creator deletes assets of the workshop. Hopefully your post on reddit has more luck.

    On a different note I made some terraced planters because why not. :P There's a concrete and a brick version both with 4 different sets of decorations. And then there's a prop version of each since I'm sure some will prefer that. 

    Large terraced planter - Brick 1 A.jpg

    Large terraced planter - Concrete 2 B.jpg

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    It's been a while since my last post as I managed to overwork my thumb, so I haven't been able to use a mouse for a few months (no games either *cry*). It isn't really better, but I've managed to tape it up so it can't move which means I can do a little (hopefully while it still recovers). I really miss making stuff and playing the game! But enough about that! :)

    I've made a little progress with my overpass as a network asset. Atm I have 2 versions, one that's a quay and works just like the quay (so quay anarchy will be needed to use it as a retaining wall), and one that's basicly a big wall to use under roads and rails. If there's interest I'll likely make a thicker version for the wider roads, but for now the smaller one is what I've got. I still need to do some testing since networks are so much more likely to break a save than a building if it's updated wrongly.

    The wall has an annoying issue where you can't add another section connected to it if it's been raised to a certain height (seems to be around 10-12m it starts giving the "height too high" error). Not a problem if you draw the whole thing and then adjust the height, but if you accidentally delete a part of it, it's very annoying to replace. You either need to lower the node to connect to it or draw a new piece and move the node on top of the other one. I can't seem to find a way to fix that - Max height in road properties does not affect it. If anyone has any ideas that would be very welcome!

     

    20180407150245_1.jpg

    20180407155423_1.jpg

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